Blueprint not firing / Character Death

As the title suggests, my BP for an enemy NPC taking damage refuses to fire off their death animation. Instead, when its health hits 0 or less, it just freezes. Can anyone see where I’ve gone wrong?

The print string after the DO ONCE doesn’t fire, so I know the issue is before that point. I just can’t see where.

Thanks in advance.

Hey there @RLK_III!

If the Do Once doesn’t fire, that probably means the logic before hand may be the issue. So my recommendation is to either put a watch or print on the health value and print out how much damage is being received. Verify where the health is at all times and put a breakpoint on the Do Once to see if it ever gets called later. After we verify the health is going down, going below the 0, and the bool it outputting correctly, we know the branch will either hit the Do Once or the stagger montage.

Thanks for the input.

I’ve added two print strings: the first for when the health is affected and the one after the DO ONCE. Both fired - however, the PLAY ANIM MONTAGE didn’t play the death animation. I’ve adjusted the health of the NPC to match the damage of the player weapon so it dies in a single hit.

The FALSE animation plays fine - it shows the NPC recoiling from a hit, so that one’s fine. It just refuses to play the montage upon death. =/

Edit: The Print Text both before and after the DO ONCE. I have no idea why the animation wont fire…

Why are you pausing animations 1 second before the death montage is finished? If you want the character to stay in the death animation, you can do that in the animation blueprint as well, having a blend by bool node, the bool being if your character is dead, and then make sure your true part of the blend node, which would have the death animation, is set to not loop

As Zeaf was saying, now we know that the Do Once is processing, then it’s likely your delay causing the issue. So make sure the death animation isn’t looping, then cut everything past the delay and see if it plays. If it does, the delay timing is the problem.

To be honest, it’s what the tutorial advised. (How To Make Melee Combat System Unreal Engine 4 - YouTube)

I’ve contacted the author but haven’t heard anything, so I thought I’d try here. I’m not that experienced with UE so please forgive me if I ask a lot of questions LOL

Could you be getting a negative delay??? Maybe the “PauseAnims” is stopping the delay??? I would say temporary disconnect the stuff after the death animation and see if that animation runs.